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Calm Mind plus Stored power is great. Psycho Shift going with flame orb is a great stauts inducer AND protector.
Offensively, You can't hit dark types, like tyranitar, but you can cripple them with Psycho Shift. Burning your opponent plus the boosting SDef from Calm Mind make it sturdier and sturdier. Sigilyph may be good for both ou and uu.

Nature: Not sure can't remember the standard nature for him and what my one friend uses so that and ev spread will have to be left to someone else :s
Ability: Magic Guard (like one of the best abilities in the game)
Item: Flame orb (combos well with the moveset and the idea of the moveset another item could be used if using orbs on other pokemon on team?)
Moveset:
Cosmic Power (to boost your defences and wall also helps boost the power of your attack move)
Stored Power (so you don't get taunted as well as being able to deal damage)
Psycho shift (shifting over burn to opponents weakening attack as well as dealing damage to the already vulnerable pokemon)
Roost (boosts HP when it does get low and causes opponent to struggle to take you down even more)

A really great Pokémon over all this seems to be the standard if I think of other movesets I will edit this post but definately a great pokemon.

As for possible companions on a team a friend of mine use to use this in conjunction with Abomasnow and a 32 turns of stall Walrein which worked really well however the emphasis of weather and chainging the weather may not help that team as much anymore but I still think he uses it.

This set is all about getting a burn from the Flame Orb, and then passing it on to someone else (usually a physical attacker), and crippling them for the rest of the match. With Flame Orb attached, you'll always be burned so you can pass the status on. Magic Guard is the core of this set, as well as being the ability that makes Sigilyph so great; it is pointless to have Wonder Skin. Who desires status moves to miss, anyway? I'd rather be immune to status.

Anyway, Roost is to restore any damage you take directly. Psycho Shift is for passing the burn, and the two attacks are mostly fillers.

Last edited by overlordmewtwo; 19th February 2012 at 3:36 PM.

I will be less active as time goes on; I have many things to do to get into college and will be focusing on that, so if you don't hear from me for a while, just be patient. I will respond, but it may take some time.

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Spoiler:- claims:

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More to be added.

Though the Double Power set works wonders in many cases, it does result in Sigilyph being completely shut down by Heatran and... every Dark type. Given, this set isn't much better against them, it does offer a more unique approach to Sigilyph.

Para-Flinch is the famous Togekiss combo that uses the speed lowering and potential turn loss of Paralysis from Thunder Wave and high flinch rate of Air Slash to annoy you opponents. Sigilyph may not pack Serene Grace, but Tinted Lens can make this set more powerful in general against Steel types. Magic Guard is still great for letting Sigilyph eat status conditions and ignoring plenty of other hazards.

So the last two slots are a toss up. Psychic has high power after STAB but makes you paradise for Steel and Dark types if you don't run Hidden Power [Fighting]. Energy Ball offers a faster way to carve through bulky waters, especially ones with Hydration that just laugh at this set. Roost offers a stable source of healing, which can be quite handy.

It seems like a gimmick on paper, but frankly, the time bought on lucky paralysis can let you set up Cosmic Powers or go to town with Air Slash. Plus assuring that you will go first off Paralysis in most cases (Priority says hi) means Cosmic Power going first is pretty nice. You can go for the powerhouse that is Stored Power with proper set up for your last slot, or run Roost for extra healing. The good news with this set as opposed to the "Stored Power is my only attack" set is that you don't get totally shut down by Dark types. I mean you still don't want to fight them, but worst case scenario, this set still can to an extent.

RELFECT and LIGHT SCREEN: Makes team more bulky for a hefty 7 turns thanks to light clay.

SKILL SWAP: Sigilyph has great abilities, so passing off Magic guard to an ally who needs it, like Slaking, is a good idea.

You may want to add something like gravity or ice beam as an alternative to skill swap for non double/multi battles. Gravity would be good for an accuracy boost to partner's attacks, while Ice Beam protects you from being taunt bait.

I have officially claimed Castform, The Master of all Weather!

Monorpale is my favorite Gen 6 Pokemon so far. If you have a problem with it, you can talk to the tassel hand.

Sigilyph is an absolute beast. Cosmic Power ups its decent defenses, while Roost allows for HP recovery. Psycho Shift is essentially a more accurate Will-O-Wisp, given that Sigilyph has the Flame Orb, which burns it at the end of the turn. Stored Power is powered up by Sigilyph's many Cosmic Power usages.

Item is to not only fuel Psycho Shift, but also to protect Sigilyph from a more debilitating status, like freeze or paralysis. Ability protects Sigilyph from any and all residual damage, meaning that it won't feel the burn, and can fit right in on Sandstorm or Hail teams.

Sigilyph can run a Life Orb sweeping set pretty well, too, given its nice stats and usable movepool. Air Slash and the Psychic move of your choice are for STAB. Psychic packs more power, but Psyshock ensures that Chansey and Blissey don't give you trouble. The following two moves are for coverage.

Other options:
*Sigilyph can learn Thunder Wave, but the Flame Orb set relies on burning the opposition, and the Life Orb set needs the coverage.
*Some might say you should run Calm Mind over Cosmic Power on the first set. They are deluded. Doing so would require hefty investment in Defense and too much reliance on the burn. No. Not advisable at all. Better to go with Cosmic Power.
*The latter two moves on the Life Orb set can be swapped with Charge Beam and Ice Beam for a pseudo BoltBeam (BeamBeam?) combo, but Ghost/Fighting gets better coverage overall.
*It can also learn SolarBeam, allowing it to fit into a Sun team. This, however, means you pass up on the opportunity to take full advantage of Magic Guard by sticking Sigilyph into a Sandstorm or Hail team.
*Sigilyph has an iffy physical movepool, consisting entirely of Smack Down, Steel Wing, Pluck, Fly, Sky Attack, Return, Frustration, Aerial Ace, Facade, and Thief. Which is just as well, as it has an equally iffy Attack stat of 58 and no discernible means of improving it.

Abilities:
*Magic Guard: Prevents damage from non-attack sources, such as the weather, status, and even entry hazards. Hands down the best option for Sigilyph's ability, as it allows it to fit quite comfortably into Sandstorm or Hail teams. It also means that its Flying-type does not hamper its defensive capabilities; usually, Flying-types make for poor defensive types due to the Stealth Rock weakness, but Sigilyph with Magic Guard is immune to Stealth Rock!
*Wonder Skin: The accuracy of all status moves aimed at Sigilyph is shifted to 50%. Even if it wasn't thoroughly outclassed by Magic Guard, its effectiveness is iffy at best.
*Tinted Lens: Sigilyph's Hidden Ability. Doubles the damage Sigilyph does with not-very-effective attacks. While potentially useful on the sweeper set, Magic Guard is overall more useful. Currently unreleased, but quite frankly, it's not really a priority.

Partners:
Tyranitar. Hippowdon. Abomasnow. Sigilyph loves the adverse weather conditions. Being immune to their damage, it makes it all the more easier to wear down the opponent. A nice physical Fighting-type like Hitmonlee makes a good partner, too.

Counters:
Houndoom is immune to everything the Psycho Shift Sigilyph can throw at it and can KO back with super-effective STAB Dark Pulse. If you're not running Psyshock, Chansey and Blissey wall the sweeper set to hell and back.

Opinion:
Sigilyph is one of those Pokémon that's really odd-looking, and yet also somehow cool. I like it, and not just because it kicks *** in battle.

It is the 4th Psychic-Flying type pokemon introduced (not counting the pre-evos). It has the highest Special Attack stat (105) with the Psychic-Flying type combination.

If Lugia isn't taken in account then it has the best HP, Defence and Special Defense stat with the Psychic-Flying type combination.

Ability:

Wonder Skin: Is kind of a useless ability.Magic Guard: The best ability and the plus point of it is that it negates the side-effects of "Life Orb".Tinted Lens (DW): A good ability which can be useful on Sigilyph.

Sigilyph is awesome. It's a shame that its not used more. Nice stats, good typing, a fantastic ability, and a great supportive movepool all add up on this Pokemon. Bit of a weird design, but hey, can't have everything. Although Sigilyph can probably perform admirably in OU, it lacks the raw defensive power to stand up to several common moves, like Terrakion's Stone Edge. Pursuit also leaves it hurting. Not only that, it faces some serious competition from Reuniclus. In lower tiers, though, Sigilyph makes for an excellent defensive or supportive Pokemon, and can even go offensive if you really want.

Recommended tiers: RU-UU

Wonder Skin makes moves that inflict only status conditions (like Sleep Powder, Spore, and Thunder Wave) work only half the time. Decent, but it can't compare to the other abilities.Magic Guard is the ability to shoot for. This is one of the best abilities in the game. It prevents all forms of passive damage from hurting Sigilyph. The coolest part about this ability is that it prevents Sigilyph from taking the 25% Stealth Rock damage that almost all other Flying types suffer.Tinted Lens, Sigilyph's Hidden Ability, is a good choice for offensive sets. The power of "not very effective" moves are doubled. Sigilyph has a niche as the only Psychic type with this ability, and its very useful for Steel types, who otherwise wall Sigilyph.

All defensive and supportive Sigilyph will want Roost. Psychic is usually the offensive move to choose, although Air Slash is an option if you're deathly afraid of being walled by Dark types. Sigilyph is a great choice for Duel Screens, as it 4x resists Brick Break. Combined with a Flame Orb or Toxic Orb, Sigilyph can Psycho Shift a burn or poison, respectively, onto its foe. This gels perfectly with Magic Guard. Thunder Wave and Toxic are other status options. Sigilyph is a great user of Whirlwind thanks to its natural bulk. Trick Room is an option, although Sigilyph is a bit too fast to use it effectively. Tailwind can support the team with a speed boost. I've seen a few sets that use a combination of Cosmic Power and Stored Power to make Sigilyph both bulky and powerful, although crits ruin your trolling parade.

On the offensive side of things, Sigilyph's movepool is fairly limited, but Tinted Lens makes that less of an issue. The aforementioned Psychic and Air Slash are good for STAB. Charge Beam and Calm Mind help increase Sigilyph's offensive power. Shadow Ball, Energy Ball, Hidden Power, and oddly enough, Ice Beam can serve as coverage and filler. Flash Cannon is there, but I wouldn't recommend it due to poor coverage.

Countering Sigilyph: First you have to figure out what kind of set Sigilyph is running. A Flame Orb or Toxic Orb is an immediate giveaway to a Psycho Shift set; use caution in that case. A lead Sigilyph may be a Duel Screener. Other sets are harder to figure out. But Pursuit is effective on all of them, as Sigilyph usually jumps in, does its job, and jumps out back out. Stone Edge and Night Slash are good choices as well, as they cut through any defensive boosts or screens with their crits.

Beware of Tinted Lens on offensive sets. Clefable is a decent wall to Tinted Lens Sigilyph, as it has good special bulk and Tinted Lens doesn't matter on Normal types, which resist nothing.

Sigilyph's stats and movepool make it a very versatile Pokemon. It can fit itself on nearly any RU or UU team, and can even perform in OU if you really want. Use caution whenever you encounter one.

This set is made to be as defensively bulky as possible. cosmic power on the first turn, then assess the situation. If taunted, use stored power or switch, if physical attacker, use Psycho shift. If Special attacker/Physical attacker that is burned/set-up pokemon, use another Cosmic power, if your under 3/4 of health, use roost. Rinse and repeat.

I absolutely love Sigilyph!! This thing is incredible.
Sigilyph's stats are not stellar, but they are enough to work with.
Movepool? Sigilyph's got it.
Ability? Magic Guard=dominance.
Type? Meh. But for what Sigilyph has, its alright.

Once all of the Dark types and Shedinja have been removed, this Sigilyph will solve everything. It can safely switch into Stealth Rock thanks to Magic Guard. Cosmic Power will boost its defenses. Psycho Shift will spread burn status while the negative effects don't effect Sigilyph. Roost recovers lost HP while accumulating Cosmic Power boosts. Stored Power turns those boosts into complete destruction.

This set is much more aggressive. Like before, the set aims to accumulate Cosmic Power boosts to raise its bulk while Roosting off damage before unloading monster Stored Powers. The changes come in Charge Beam and Life Orb. Life Orb gives Stored Power much more meat. Charge Beam not only pumps Sigilyphs Special Attack, but it also raises the power of Stored Power as those boosts add up, making Stored Power even scarier than before.

Other options:
Miracle Eye lets Stored Power hit those annoying Dark types. The Life Orb set can drop Charge Beam for it.
Calm Mind can replace Cosmic Power for special attack boosts, but Cosmic Power's bulking does better in unison with Stored Power. It can work on the Psycho Shift set since burns will cripple physical attackers though. The big problem is Guts abuse.
Calm Mind will be listed again for a more sweeping role with Psyshock, Air Slash, and Ice Beam/Roost, but that is the point where Sigilyph becomes outclassed. Sigilyph should be abusing Cosmic Power instead.
Tinted Lens is Sigilyph's Dream World ability. Offensive Pokemon would die for this, but not Sigilyph because its STAB psychic attacks will always do zero damage on dark types, making Tinted Lens less attractive.

Countering:
Sigilyph, while very powerful, is a one trick Mayan Bird. Sigilyph's biggest weakness is time. It needs time to build momentum. If that is prevented, Sigilyph becomes much easier to handle. Haze and Clear Smog will eliminate all of Sigilyph's stat boosts, giving you the opening you need. Phazing will force Sigilyph out of the ring, removing the stat boosts. Taunt prevents Sigilyph from building momentum in the first place. Using Disable on Cosmic Power or Stored Power will severly cripple Sigilyph. Perish Song will put Sigilyph on a time limit and remove Sigilyph's stat boosts at worst or Sigilyph's HP at best. Finally, Dark types will put Sigilyph in its place, especially if they carry Pursuit.

This thing was born to be a psycho shifter, it is a tank after a few cosmic powers there's not much else to say really but when making a team you should always have some form of sigilyph counter available.

If you're not running Psyshock, Chansey and Blissey wall the sweeper set to hell and back.

If you're not running Psyshock, any Special Attacker Psychic Type is walled to Hell and back by those 2.

Ahh, Sigilyph...What can I say? You have average defenses and marginally-above-average HP, bad Attack, and good-to-great Speed and Sp.Atk. On top of that, you have access to Magic Guard (and maybe-eventually Tinted Lens), so you aren't truly lacking in potential. Your odd design is quite appealing, your Dual Type is rare (only shared by Lugia, Natu, Xatu, Woobat, and Swoobat), and you have a smorgasboard of Moves.

I seriously cannot find fault with Sigilyph's offensive side. However, the defensive side is where it lacks. Base 80 defenses put you in league with other stat-mediocre Pokemon, and Base 72 HP places you behind over 200 Pokemon (counting all Rotom, Deoxys, Shaymin, and Giratina Forms, but not all Arceus Types). The HP and defenses combination makes you slightly-less fragile than Xatu.

In fact, while we're on the matter of Xatu, it only has better Attack than Sigilyph (which is a laughable notion either way), but has Magic Bounce instead of Magic Guard (much better Ability). Because of this, you can treat Sigilyph like a souped-up offensive-Xatu with different Move access. Actually, Xatu seems to be more of a Flying Type with Psychic Type Moves while Sigilyph seems to be more of a Psychic Type with Flying Type Moves from their Move access alone.

Overall, I like the notion of Sigilyph. It's very usable, has some previous know-how to using it from the existence of Xatu, and can be a decent Annoyer, Booster, and/or Special Attacker.

I feel stupid for never considering Sigilyph when I first played White version and stuck with bland ‘ol Unfeazant instead.

Sigilyph is, in a word, amazing. It has access to Magic Guard, one of the greatest abilities in existence, excellent base 103 Special Attack paired with decent 97 Speed, and even the ability to raise both its rather mediocre defenses to become more bulky! Its only downside is its Psychic-Flying typing, which isn’t anything particularly special defensive wise, but doesn’t drag it down too much.

Magic Guard – Is just freaking amazing. The game’s text will tell you something boring along the lines of, “prevents all damage except from direct attacks”, but here are a few examples of what it exactly does: Sigilyph is not affected by damaging weather, any entry hazards (perfect considering it would have a Stealth Rock weakness otherwise), recoil damage from Life Orb, nor does it receive damage from Burn or Toxic. Hands down this is the greatest ability for Sigilyph.

This moveset takes advantage of Stored Power, a move that increases in base power by 20 for each stat you’ve raised. This means that with Cosmic Power, a move that raises both Sigilyph’s Defense and Special Defense 1 stage each, Stored Power will receive 40 more base power with each use. Shadow Ball pairs nicely with Cosmic Power in type coverage. Roost recovers health. Hidden Power [Fighting] rids Sigilyph of its Ice-, Rock-, and Dark-type weaknesses. Air Slash gets Flying STAB if you really want it, but it’s not recommended as highly as HP Fighting.

Remember that Sigilyph will not receive recoil damage from the Life Orb because of Magic Guard, so take advantage of it!

The main trick with this set is Psycho Shift and either Flame Orb or Toxic Orb. At the end of the first turn, Sigilyph gains a burn (with Flame Orb) or Toxic poison (with Toxic Orb). Magic Guard will prevent any health loss from these statuses. Then, with Psycho Shift, Sigilyph will pass the status to the opponent, then regain the status itself at the end of the turn. Wash. Rinse. Repeat.

Which Orb you choose depends on what you’re looking for: pass a burn to increase Sigilyph’s physical bulk, or pass Toxic to stall the opponent and deal massive damage over time.

From there, the rest of Sigilyph’s moveset is similar to the previous one.

Sigilyph makes a good Reflect and Light Screen setup, and with Light Clay the effects will last for 8 turns. Roost is probably the better choice over Cosmic Power as Reflect and Light Screen will already increase your defenses (unless you really want it to be a tank). To prevent being Taunt bait, there’s Psychic for STAB, Stored Power if you go with Cosmic Power, and Air Slash for Flying-type STAB and at least the ability to not be completely stopped by Dark-types.

Other Options:
Access to Skill Swap means that in Double & Triple battles Sigilyph can pass its amazing Magic Guard to an ally just before it dies.

Gravity could be an interesting move in Sigilyph’s roster, as it will make hitting the opponent’s team easier as well as negate the Ground-type immunities Flying-types and Levitators have. Keep in mind though that this will also leave Sigilyph open to Ground attacks, too.

Tailwind provides nice support to your entire team with a Speed boost.

I'm thinking about creating a printer-friendly Pokédex guidebook for Black and White versions. Let me know what you think about it here.

Investment in Special Defence because Psycho Shift means that you have high enough Defence anyway. Cosmic Power boosts you defence, Psycho Shift lets you pass on burns, Roost lets you restore HP while setting up and Stored Power is your sweeping move.

That and it's variations are the only sigilyph that are usable in OU, and it's actually pretty good. All the others just fail.

This set is built to annoy the opponent by countering all the common leads. It is also quite unpredictable...
Trick screws over a majority of leads, as a Choice Scarf is a thorn in a leads side, or any pokemon not meant to have one. Wonder Skin is chosen as the ability due to it being able to stop Thunder Wave and Toxic, moves other anti leads carry. Psyshock/ Psychic is for coverage. Charge Beam is useful for after you tricked Politoed or want some boosts, while HP Ice does allow better coverage against the dragons. HP fighting lets you take on Tyranitar, and shadow ball allows you to take out Alakazam, Chandelure, and Gengar.

For this set your goal is to switch into something you can take a hit from, set up a Cosmic Power when the opponent switches, set up another when they attack, Roost off the damage, and repeat. Once you get a good 3 or 4 CPs up, Stored Power becomes your main move, being able to take out nearly anything that isn't a Dark-type. If you can get a full 6 CPs, then you are nearly unstoppable.

Upon further thought, Calm Mind could be an alternative for Cosmic Power to provide a super-powered Stored Power, but you'll probably want to also use Psycho Shift in that case for the burn attack drop on the opponent, or else most physical attacks will decimate Sigilyph.

Psycho Shift is there if you want a way to criple almost all physical attackers, while Psyshock or Psychic gives you another option to have a strong move right from the get-go. Psychic is the stronger move, but then you are walled by Blissey and other special walls, which is why I personally use Psyshock instead of Psychic.

Item is obvious: Flame Orb if you run Psycho Shift, Life Orb otherwise, though I suppose you could still run Flame Orb so the chance you could fall asleep is nulled. Ability is even more obvious, and is pretty much non-negotionable.

The EV spread and Timid Nature is so you are fast enough to outspeed most opponents and get up Cosmic Powers, while having large HP to match the boosted defenses. The 4 left goes into SpA, just because Attack would be useless and with how this set should be used normally, that little bit into either defense won't make too much of a difference, though that is the best alternative.

The only downside to this is you are powerless against Dark-types unless you can somehow burn-stall them into fainting, so you always want a teammate that can take out those pesky dark-types.

Support:
Timid Nature
Ability:Magic Guard
Item:Light Clay
252 HP/4 SpA/252 Spe
-Light Screen
-Reflect
-Tailwind/ThunderWave/Gravity
-Air Slash/Psyshock/Will-O-Wisp
A different set, this Siglyph uses Dual Screens and its nice support moves to aid sweepers. Tailwind can help a slower attacker net a few kills, while Gravity allows things like Starmie to wreak havoc with Hydro Pump and Thunder. Thunder Wave paralyzes a pokemon. Thunder Wave is better if you would rather cripple a pokemon for the game, but Tailwind is better if you want to sweep straightaway. The final slot is so you're not Taunt bait, but Will-O-Wisp is viable to cripple things like Tyranitar.

Sweeper:
Nature: Timid/Modest
Ability: Magic Guard/Tinted Lens
Item: Life Orb/Choice Specs
-Air Slash
-Psyshock/Psychic
-Ice Beam/Shadow Ball
-Hidden Power [Fighting]/Shadow Ball
Most of this set depends on what ability and item you use. Choice Specs and Tinted Lens allows Siglyph blast through Steels and Dark types with its STABs. Life Orb and Tinted Lens gives recoil, but you don't need to switch, which means less Stealth Rock damage. Life Orb and Magic Guard give less power, but it gains the ability to change moves and negates SR weakness and Life Orb recoil. This set works better in lower tiers, so it might be better to run Shadow Ball over Ice Beam, since Dragons are less of a threat and Grass types are handled by Air Slash.

Sigilyph is a Pokemon that I have never used, but I wouldn't mind getting a good one because it is so interesting. It is quite versatile in that it can run support, some gimmicky disruption, and even sweep a bit. Its typing brings more weaknesses than resistances, but a double resistance to Fighting and an immunity to Ground is awesome. Sigilyph has some good abilities, one of which is epic. It also has fairly reasonable stats that allow it to be versatile. Aveage defenses and slightly lower HP is ok, while its 103 Sp. Attack and 97 Speed is good for sweeping. Overall, Sigilyph can do a lot of things, even if they are bit on the gimmicky side.

Abilities:

Wonder Skin: Any move that only inflicts status conditions only work 50% of the time. Cool, but very outclasses by its other regular ability. Magic Guard: Epic ability. Sigilyph only takes damage from attacks. No weather damage, poison or burn damage, no Stealth Rock damage, no Life Orb recoil...yeah, this ability is amazing and really makes Sigilyph awesome. Tinted Lens: Any moves that are "not very effective" get double power. Kind of nice, but again, Magic Guard.

Sigilyph as a sweeper. It can do a lot of decent damage, especially with Life Orb. Psyshock is a great STAB, plus it allows Sigiplyh to not be walled to death by special walls like the Chansey family. Air Slash is the other STAB. While Flying does not have the best coverage, the 30% chance to flinch is pretty cool, especially because Sigilyph is not all that slow. HP Fighting is for coverage against Ice, Rock, and Dark, plus Fighting has great coverage in general. The last move slot is somewhat up for grabs. Shadow Ball is good for dealing with Psychic and Ghost-types. Thunder Wave is a bit more on the support side, but it pairs well with Air Slash by helping Sigilyph "faster" to increase the chance of getting in a flinch, plus the paralysis chance is cool. Roost is a healing move, which is not only great for any Pokemon, but Sigilyph also loses it's Flying-type for the turn. Since Sigillyph is on the faster side, it can be useful for avoiding some of its weaknesses for a turn. Life Orb with Magic Guard is just cool.

This set tries to have a focus on defense. Psyshock is the same as before. Calm Mind boosts Sigilyph's special stats by one stage, which is cool. Hypnosis, while having shaky accuracy, is great for shutting down a Pokemon, which can allow you to set up when the opponet switches out or tries to get Sleep to wear off. Roost is for the health. The natue depends on whether you want to have more Speed or Defense, since your Sp. Defense will get a boost from Calm Mind.

Other Options:
-Sigilyph has both Cosmic Power and Stored Power, which can be a gimmicky power set. As many people have done sets on this, however, I decided not to list it in the main movesets.
-Sigilyph's Magic Guard can let it do a set with a Flame Orb/ Toxic Orb and Psycho Shift. Again, people have covered this, so I left it out. A bit gimmicky, but it can be very disruptive.

Counters:
Dark-types that aren't weak to Fighting or Flying can take on sweeping Sigiplyh. Honchkrow, Skuntank, stuff like that. Just watch out for a possible Thunder Wave. Steel-types that aren't weak to Fighting also work, such as Bug/Steel types and Steel/Psychic types. If Sigilyph doesn't run Psyshock for some reason, special walls can be threatening. Overall, Sigilyph is pretty cool and has some value, so don't let the funny bird kill you off.

Let's face it: ferret-esque Pokemon are the most epic Pokemon ever (to me)!!!!!! Why can't Nintendo make ones that AREN'T NU Pokemon?!? One of these guys in standard would make me quite happy.

On staff with The Navigators at University of Wisconsin - Eau Claire. Let's talk, trade, or battle if you ever see me!

This set is built to annoy the opponent by countering all the common leads. It is also quite unpredictable...
Trick screws over a majority of leads, as a Choice Scarf is a thorn in a leads side, or any pokemon not meant to have one. Wonder Skin is chosen as the ability due to it being able to stop Thunder Wave and Toxic, moves other anti leads carry. Psyshock/ Psychic is for coverage. Charge Beam is useful for after you tricked Politoed or want some boosts, while HP Ice does allow better coverage against the dragons. HP fighting lets you take on Tyranitar, and shadow ball allows you to take out Alakazam, Chandelure, and Gengar.

That's all well and good, except for the fact that Sigilyph can't learn Trick.

Not tricky Sigilyph's, but powerful ones that can counter effectively Gliscors and Brelooms and do a very nice job against Conkeldurr

Psychic for greater damage or Psyshock for defense exploit
Ice Beam hits hard dragons and stuff like Gliscor
HP Fire is a great addition against Pokés like Scizor, Jirachi and Celebi whilst Fighting goes for Tyranitars and other metals
Air Slash helps hitting some other uncovered types (Starmie, Slowbro) or Roost for recovering